rust-cssparser
vello
rust-cssparser | vello | |
---|---|---|
5 | 31 | |
682 | 1,945 | |
1.2% | 3.3% | |
7.2 | 9.4 | |
8 days ago | about 15 hours ago | |
Rust | Rust | |
Mozilla Public License 2.0 | Apache License 2.0 |
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rust-cssparser
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Looking for this. html + css rendering through wgpu.
If you were to implement this yourself, i'd look into either swash or cosmic-text for the text rendering stack (this is one of the things you really don't want to write from the ground up). For accessibility, AccessKit has quickly become the standard for communicating with crossplatform accessibility APIs in rust GUI. lightningcss (or its lower level counterpart cssparser) are both decent options for CSS parsing. Taffy handles some of what browsers offer for a layout engine, but is still being worked on.
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We're building a browser when it's supposed to be impossible
Libraries for a lot of this stuff exist (albeit in many cases not very mature yet):
- https://github.com/pop-os/cosmic-text does text layout (which Taffy explicitly considers out of scope)
- https://github.com/AccessKit/accesskit does accessibility
- https://github.com/servo/rust-cssparser does value-agnostic CSS parsing (it will parse the general syntax but leaves value parsing up to the user, meaning you can easily add support for whatever properties you what). Libraries like https://github.com/parcel-bundler/lightningcss implement parsing for the standard css properties.
- There are crates like https://github.com/BurntSushi/bstr and https://docs.rs/wtf8/latest/wtf8/ for working with non-unicode text
We are planning to add a C API to Taffy, but tbh I feel like C is not very good for this kind of modularised approach. You really want to be able to expose complex APIs with enforced type safety and this isn't possible with C.
- Parcel CSS: A new CSS parser, compiler, and minifier
- Can't handle cssparser's ParseError
vello
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Rive Renderer – now open source and available on all platforms
I'm looking forward to doing careful benchmarking, as this renderer absolutely looks like it will be competitive. It turns out that is really hard to do, if you want meaningful results.
My initial take is that performance will be pretty dependent on hardware, in particular support for pixel local storage[1]. From what I've seen so far, Apple Silicon is the sweet spot, as there is hardware support for binning and sorting to tiles, and then asking for fragment shader execution to be serialized within a tile works well. On other hardware, I expect the cost of serializing those invocations to be much higher.
One reason we haven't done deep benchmarking on the Vello side is that our performance story is far from done. We know one current issue is the use of device atomics for aggregating bounding boxes. We have a prototype implementation [2] that uses monoids for segmented reduction. Additionally, we plan to do f16 math (which should be a major win especially on mobile), as well as using subgroups for various prefix sum steps (subgroups are in the process of landing in WebGPU[3]).
Overall, I'm thrilled to see this released as open source, and that there's so much activity in fast GPU vector graphics rendering. I'd love to see a future in which CPU path rendering is seen as being behind the times, and this moves us closer to that future.
[1]: https://dawn.googlesource.com/dawn/+/refs/heads/main/docs/da...
[2]: https://github.com/linebender/vello/issues/259
[3]: https://github.com/gpuweb/gpuweb/issues/4306
- WebKit Switching to Skia for 2D Graphics Rendering
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Looking for this. html + css rendering through wgpu.
Dioxus is working on this with blitz. It's leveraging wgpu through the linebender group's Vello renderer. Still in early stages.
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A note on Metal shader converter
If you're doing advanced compute work (including lock-free data structures), then it's best effort.
https://github.com/linebender/vello/issues/42 is an issue from when Vello (then piet-gpu) had a single-pass prefix sum algorithm. Looking back, I'm fairly confident that it's a shader translation issue and that it wouldn't work with MoltenVK either, but we stopped investigating when we moved to a more robustly portable approach.
- Vello: An experimental WebGPU-based compute-centric 2D renderer in Rust
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XUL Layout has been removed from Firefox
There are a number of up-and-coming Rust-based frameworks in this niche:
- https://github.com/iced-rs/iced (probably the most usable today)
- https://github.com/vizia/vizia
- https://github.com/marc2332/freya
- https://github.com/linebender/xilem (currently very incomplete but exciting because it's from a team with a strong track record)
What is also exciting to me is that the Rust GUI ecosystem is in many cases building itself up with modular libraries. So while we have umpteen competing frameworks they are to a large degree all building and collaborating on the same foundations. For example, we have:
- https://github.com/rust-windowing/winit (cross-platform window creation)
- https://github.com/gfx-rs/wgpu (abstraction on top of vulkan/metal/dx12)
- https://github.com/linebender/vello (a canvas like imperative drawing API on top of wgpu)
- https://github.com/DioxusLabs/taffy (UI layout algorithms)
- https://github.com/pop-os/cosmic-text (text rendering and editing)
- https://github.com/AccessKit/accesskit (cross-platform accessibility APIs)
In many cases there a see https://blessed.rs/crates#section-graphics-subsection-gui for a more complete list of frameworks and foundational libraries)
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Drawing and Annotation in Rust
blessed.rs lists these three crates for 2D drawing: - https://lib.rs/crates/femtovg - https://lib.rs/crates/skia-safe - https://github.com/linebender/vello
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Recommended UI framework to draw many 2D lines?
Vello (https://github.com/linebender/vello) which uses wgpu to render Edit: just saw you require images. Vello doesn't support those yet
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Announcing piet-glow, a GL-based implementation of Piet for 2D rendering
How does this relate to Vello? Both target raw-window-handle for winit compatibility. Vello uses WGPU vs piet-glow using GL.
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Is WGPU actually a good idea yet?
Finally, maybe vello could help you with ideas. It's not production ready yet, but they have some interesting ideas for 2D rendering using wgpu.
What are some alternatives?
lightningcss - An extremely fast CSS parser, transformer, bundler, and minifier written in Rust.
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
swc - Rust-based platform for the Web
msdfgen - Multi-channel signed distance field generator
cosmic-text - Pure Rust multi-line text handling
Vrmac - Vrmac Graphics, a cross-platform graphics library for .NET. Supports 3D, 2D, and accelerated video playback. Works on Windows 10 and Raspberry Pi4.
css-modules - Documentation about css-modules
troika - A JavaScript framework for interactive 3D and 2D visualizations
icss - Interoperable CSS — a standard for loadable, linkable CSS
tinyraytracer - A brief computer graphics / rendering course
hound - Lightning fast code searching made easy
gpuweb - Where the GPU for the Web work happens!